Electronic tag game and instruction unit

ABSTRACT

The present invention relates to hand-held electronic games and, more particularly, to an electronic tag game and instruction unit for a tag game played by a single player or by multiple players. The instruction unit may instruct the player or players to tag multiple game targets in a particular sequence. The instruction unit may instruct the player to tag one target of the sequence at a time, or may broadcast the entire sequence at the outset of the players turn. Other game player formats are described further herein. In alternate embodiments, the instruction unit may allow players to record their names and/or the names of the targets in the instruction unit, with the instructions broadcast by the instruction unit containing the names recorded by the players.

BACKGROUND OF THE INVENTION

The present invention relates to hand-held electronic games and, moreparticularly, to an electronic tag game and instruction unit for a taggame played by a single player or by multiple players wherein theinstruction unit instructs the player or players to tag multiple gametargets, and may instruct the player or players using names or otheridentifiers of the players and targets recorded by the player or playersand stored in the instruction unit.

Apparatus are known for detecting the impact of the apparatus with antarget and, in some instances, for instructing players to strike targetsof the apparatus in a particular sequence. For example, U.S. Pat. Nos.5,672,131 and 5,816,580 to Osborn et al. disclose an electric paddlethat requires a player to strike an object with a paddle in a certainsequence. The electronic paddle includes a paddle that contains a gamecircuit and a speaker. The game circuit is connected to a first pressuresensor located on a first side of the paddle, and a second pressuresensor located on a second side of the paddle. The pressure sensorsprovide feedback signals to the game circuit when the paddle strikes theobject. The game circuit and speaker generate a first sound when theobject strikes the first side of the paddle, and a second sound when theobject strikes the second side of the paddle. To play a game the playerstrikes the object with the first and second sides of the paddle in apattern that is compared to the game circuit with a predeterminedsequence. The game circuit and speaker can omit one sound to indicate asuccessful matching of the sequence, or another sound to indicate thatthe player did not strike the object in the correct sequence. Thesequence can be either generated by the game circuit, or a pre-existingpattern created by another player striking the object with the first andsecond sides of the paddle.

Another device, disclosed by U.S. Pat. No. 6,527,655 to Sims et al.discloses a counting racket comprising a racket assembly defined by ahandle, a throat and a racket face. The throat extends from the handleto the racket face. The racket assembly houses electronic componentswhich comprise a controller, a memory, a power switch, an acousticsensor, a speaker and at least one switch. The electronic components areconstructed in range to count a number of hits made when an objectstrikes the racket face. The electronic components are furtherconstructed in a range to audibly recite the number of hits made by theobject against the racket face.

U.S. Patent Publication No. 2003/0032468 to Adams Jr. discloses anamusement device an method embodied in a hand-held assembly. A pluralityof contact targets are disposed on the hand-held assembly. Amicroprocessor within the amusement device generates and displays asequence in which the contact targets are to be struck. The player thenattempts to strike the contact targets in a pattern that matches thesequence. The contact targets are struck by manipulating the hand-heldassembly so that the contact targets become the point of contact betweenthe manipulated hand-held object and an external surface. After thesequence is displayed and the contact targets struck, the microprocessorcompares the pattern of contact target strikes to the previouslydisplayed sequence. If there is a match, the sequence is complicated andthe play cycle repeated. If there is no match, the game ends.

SUMMARY OF THE INVENTION

In one aspect the invention is directed to a game apparatus for anelectronic tag game for one or more users having a plurality of targetsthat may be contacted by a player with the game apparatus. The gameapparatus may include an input device, an output device and a controlleroperatively connected to the input device and to the output device. Thecontroller may be programmed to determine a sequence of the targets tobe contacted by the game apparatus, to cause the output device to outputa first instruction to contact the first of the targets in the sequence,and to detect contact of the game apparatus with an object in responseto actuation of the input device when the game apparatus contacts theobject. The controller may also be programmed to cause the output deviceto output a second instruction to contact the second of the targets inthe sequence in response to detecting contact of the game apparatus withthe object, and to cause the output device to output subsequentinstructions corresponding to each of the targets in the sequence in theorder of the sequence in response to detecting subsequent contacts withobjects until an instruction corresponding to the last target in thesequence is output.

In another aspect, the invention is directed to a game apparatus for anelectronic tag game for one or more users having a plurality of targetsthat may be contacted by a player with the game apparatus. The gameapparatus may include an input device, an output device and a controlleroperatively connected to the input device and to the output device. Thecontroller may be programmed to determine a sequence of the targets tobe contacted by the player, and to cause the output device to output aninstruction to contact the targets in the order of the sequence, whereinthe instruction includes the entire sequence. The controller may furtherbe programmed to detect contact of the game apparatus with objects inresponse to actuation of the input device until contacts with a numberof objects corresponding to the number of targets in the sequence aredetected.

In a further aspect, the invention is directed to a game apparatus foran electronic tag game for one or more users having a plurality oftargets that may be contacted by a player with the game apparatus. Thegame apparatus may include a first input device, a second input devicecomprising an audible input device, an audible output device, and acontroller operatively connected to the first and second input devicesand to the audible output device. The controller may be programmed tocause the audible input device to receive an audible input from a playerwith identification information for a corresponding one of the targets,to store the audible input, and to determine a sequence of the targetsto be contacted by the player. The controller may also be programmed tocause the audible output device to output an audible instruction tocontact the one of the targets in the course of outputting audibleinstructions corresponding to the sequence, wherein the audibleinstruction includes the identification information of the audible inputcorresponding to the one of the targets, and to detect contact of thegame apparatus with an object in response to actuation of the inputdevice when the game apparatus contacts the object.

In a still further aspect, the invention is directed to a method ofplaying an electronic tag game having a game apparatus and a pluralityof targets that may be contacted by a player with the game apparatus.The method may include determining at the game apparatus a sequence ofthe targets to be contacted by the player, outputting from the gameapparatus a first instruction to contact the first of the targets in thesequence, and detecting at the game apparatus contact of the gameapparatus with an object. The method may further include outputting fromthe game apparatus a second instruction to contact the second of thetargets in the sequence in response to detecting the contact of the gameapparatus with the object, and outputting from the game apparatussubsequent instructions corresponding to each of the targets in thesequence in the order of the sequence in response to detectingsubsequent contacts with objects until an instruction corresponding tothe last target in the sequence is output.

In yet another aspect, the invention is directed to a method of playingan electronic tag game having a game apparatus and a plurality oftargets that may be contacted by a player with the game apparatus. Themethod may include determining at the game apparatus a sequence of thetargets to be contacted by the player, outputting from the gameapparatus an instruction to contact the targets in the sequence, whereinthe instruction includes the entire sequence, and detecting at the gameapparatus contact of the game apparatus with objects until contacts witha number of objects corresponding to the number of targets in thesequence are detected.

In an additional aspect, the invention is directed to a method ofplaying an electronic tag game having a game apparatus and a pluralityof targets that may be contacted by a player with the game apparatus.The method may include receiving an audible input from a player withidentification information for a corresponding one of the targets andstoring the audible input at the game apparatus. The method may furtherinclude determining at the game apparatus a sequence of the targets tobe contacted by the player, and outputting from the game apparatus anaudible instruction to contact the one of the targets in the course ofoutputting audible instructions corresponding to the sequence, whereinthe audible instruction includes the identification information of theaudible input corresponding to the one of the targets.

Additional aspects of the invention are defined by the claims of thispatent.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a front elevation of an embodiment of an electronic tag gameinstruction unit in accordance with the present invention;

FIG. 2 is a side elevation view of the electronic tag game instructionunit of FIG. 1;

FIG. 3 is a rear elevation view of the electronic tag game instructionunit of FIG. 1;

FIG. 4 is a front elevation view of the electronic tag game andinstruction unit of FIG. 1 with the front housing partially removed toshow the tag switch actuation mechanism; and

FIG. 5 is a block diagram of the electrical components of the electronictag game instruction unit of FIG. 1.

DETAILED DESCRIPTION OF VARIOUS EMBODIMENTS

Although the following text sets forth a detailed description ofnumerous different embodiments of the invention, it should be understoodthat the legal scope of the invention is defined by the words of theclaims set forth at the end of this patent. The detailed description isto be construed as exemplary only and does not describe every possibleembodiment of the invention since describing every possible embodimentwould be impractical, if not impossible. Numerous alternativeembodiments could be implemented, using either current technology ortechnology developed after the filing date of this patent, which wouldstill fall within the scope of the claims defining the invention.

It should also be understood that, unless a term is expressly defined inthis patent using the sentence “As used herein, the term ‘₋₋₋₋₋₋’ ishereby defined to mean . . .” or a similar sentence, there is no intentto limit the meaning of that term, either expressly or by implication,beyond its plain or ordinary meaning, and such term should not beinterpreted to be limited in scope based on any statement made in anysection of this patent (other than the language of the claims). To theextent that any term recited in the claims at the end of this patent isreferred to in this patent in a manner consistent with a single meaning,that is done for sake of clarity only so as to not confuse the reader,and it is not intended that such claim term by limited, by implicationor otherwise, to that single meaning. Finally, unless a claim element isdefined by reciting the word “means” and a function without the recitalof any structure, it is not intended that the scope of any claim elementbe interpreted based on the application of 35 U.S.C. § 112, sixthparagraph.

FIGS. 1-3 illustrate front, side and rear views, respectively, of anembodiment of an electronic tag game instruction unit 10 in accordancewith the present invention. The instruction unit 10 may be grasped by aplayer, and may provide audible and/or visual signals instructing aplayer to “tag” a plurality of targets in succession with an impactportion of the instruction unit 10. The instruction unit 10 may instructthe player to tag the targets one at a time, or provide the player withthe entire sequence of targets to be tagged at the outset, and recordthe time required for the player to tag the specified targets. Theinstruction unit 10 may provide multiple game options and multiple skilllevels allowing the players to play a variety of games. The instructionunit 10 may also allow the players to record their names and/or thenames of the targets to be used during the tag game, with the namesbeing stored within the instruction unit 10. For example, if the playersare playing the tag game in a backyard and are using a fence post, aswing set, a tree and a shed as targets, the players may record “fencepost” as the name for the first target, “swing set” as the name for thesecond target, “tree” as the name for the third target, and “shed” asthe name for the fourth target. Once recorded, the player and/or targetnames may be broadcast by the instruction unit 10 as part of theinstructions during the tag game.

In addition to the instruction unit 10, the tag game may include aplurality of target tags (not shown) having indicia thereoncorresponding to the target identifies that may be broadcast by theinstruction unit 10 during the game. For example, the target tags mayeach have a unique number and a unique color corresponding to numbersand colors that may be used by broadcast by the instruction unit 10. Thetag corresponding to a first target broadcast by the instruction unit 10may have the number one disposed thereon with a red background, the tagcorresponding to the second target may have the number two disposedthereon with a blue background, and so on. In the example above, in lieuof or in addition to recording the name of the targets, the players mayaffix one of the target tags on each of the targets to identify thetarget during the game. Consequently, the red tag may be affixed to thefence post, the blue tag may be affixed to the swing set, and so on.When the instruction unit 10 instructs a player to tag target one, thered target or the fence post, the player will know to run over and tagthe fence post with the red tag.

As shown in FIGS. 1-3, the instruction unit 10 may include an outerhousing 12 having a grip portion 14 and an impact portion 16. The gripportion 14 of the housing 12 may be configured to be comfortably graspedby a player for use during the tag game. The grip portion 14 of thehousing 12 may further include a battery compartment 18 including acover 20 retaining batteries disposed therein that will provide powerfor the operation of the instruction unit 10. In order to prevent theinstruction unit 10 from being dropped by the players as they move fromtarget to target, a lanyard 22 may be connected the housing 12 proximatethe grip portion 14 and may be configured to receive a player's hand andto suspend the instruction unit 10 from the player's wrist if the playerreleases the grip portion 14.

The impact portion 16 of the instruction unit 10 may be configured toallow the player to impact a target from any of multiple sides of theinstruction unit 10, and to detect the impact via the actuation ofswitches disposed within the impact portion 16 of the instruction unit10 as discussed further below. The impact portion 16 may have a circularor semi-circular ring or bumper attached thereto via a support structure26. The ring 24 may be fabricated from a flexible material, such arubber, that may cushion the impact with a target while transmitting theforce of the impact through the support structure 26 to actuate theswitch or switches within the impact portion 16.

In order to control the game play of the electronic tag game and toenhance the players game play experience, the instruction unit 10 mayinclude one or more output devices that may be actuated during game playor in response to input provided by the players at input devices thatwill be described more fully below. The instruction unit 10 may includea light omitting diode (LED) 28 or other illumination device disposedwithin the impact portion 16 of the housing 12, and visible through atranslucent or partially translucent cover portion or window 30 of thehousing 12. The instruction unit 10 may be configured to illuminate theLED 28 at predetermined times to signify the occurrence of triggeringevents during the tag game, such as the impact of the ring 24 with atarget and the corresponding actuation of an impact switch. Theinstruction unit 10 may further include a liquid crystal display (LCD)screen or other visual display device to display information relating tothe setup and execution of the tag game. For example, the LCD screen 32may display information related to the game selected by the player, theskill level selected for the game, and the number of players for thegame. The LCD screen 32 may also display the top scores and best timesthat have been recorded for players during the execution of the variousgames. Still further, the LCD screen 32 may display information duringthe execution of the game, such as a running timer with the elapsed timefor a player during the player's turn. The instruction unit 10 mayfurther include a speaker or other audible output device (not shown)disposed proximate an area of openings 34 provided in the housing 12 sothat the sound produced by the speaker or other audible output devicecan be heard during the course of play. The audible output device mayoutput voice, musical or other output signals corresponding to inputselections made by the player at the instruction unit 10, andinstructions controlling the game play during the occurrence of thevarious games provided by the instruction unit 10.

In addition to the ring 24 and corresponding impact switches, theinstruction unit 10 may include additional input devices for setting upthe tag game, and causing the instruction unit 10 to initiate the taggame and to provide other information to the players via the outputdevices discussed above. In the illustrated embodiment, the instructionunit 10 may include a power button 36 allowing a player to alternatelyturn the instruction unit 10 on and off as desired, and a volume button38 that may control the volume level for the signals output at theaudible output device. The instruction unit 10 may further include aplurality of game selection buttons 40-46 allowing the players to selectone of a plurality available game options for the tag game offered bythe instruction unit 10. In one embodiment, pressing one of the gameselection buttons 40-46 one time may cause the instruction unit 10 toexecute the corresponding tag game, and pressing the game selectionbutton 40-46 repeatedly may allow the player to cycle through and selecta desired one of a plurality of skill levels of the particular game thatmay be available to the players. Available tag games and skill levelsthat may be offered by the instruction unit 10 are discussed furtherbelow.

To further control the tag game, the instruction unit 10 may furtherinclude a player selection button 48 that may allow a player to cyclethrough and select a desired number of players for the occurrence of thetag game, and an automatic game selection button 50 that may initiate aparticular one of the available tag games with a predeterminedconfiguration. In one embodiment, pressing the automatic selectionbutton 50 may cause the instruction unit 10 to initiate play of thecurrently selected one of the available tag games for two players at thelowest skill level. Additionally, a top score button 52 may be providedthat, when pressed by a player, may cause the output devices to displayand/or broadcast the top score that has been achieved by a player forthe selected tag game and stored in the instruction unit 10. Referringto FIG. 3, the instruction unit 10 may further include a reset button 54that may allow a player to reset the instruction unit 10 topredetermined default settings. For example, the instruction unit 10 maybe configured to perform a full hardware reset to the factory settingsfor the instruction unit 10, which may include setting the instructionunit 10 to a default tag game and clear any scores or other storedinformation from the memory of the instruction unit 10.

Referring to FIG. 4, the ring 24 and support structure 26 areillustrated in greater detail with the front of the housing 12 partiallyremoved to expose the interior of the impact portion 16. In thisembodiment, the support structure 26 may be partially embedded withinthe ring 24, and may have a plurality of support arms 60 extendinginwardly into the impact portion 16 of the housing 12 throughcorresponding recesses 62 through the outer wall of the housing 12. Thering 24 may be further secured to the support structure 26 with inwardlyextending flaps 64 attached to corresponding support arms 60 of thesupport structure 26. For purposes of illustration, the flaps 64 arepartially removed to expose the underlying support arms 60. The supportstructure 26 may include a plurality of fingers 66 extending fromcorresponding ones of the support arms 60 and disposed proximatecorresponding impact switches 68 such that the displacement of one ofthe fingers 66 may actuate the corresponding impact switch 68. Theimpact switches 68 may be operatively connected to each and/or to acontroller of the instruction unit 10 by a plurality of wires 70, andmay be secured in place relative to the housing 12. As illustrated, theimpact switches are connected in series such that a processor of theinstruction unit 10 receives the same signal indicating that a targethas been tagged when any one of the impact switches 68 is actuated.Alternatively, each impact switch 68 may be connected directly to theprocessor of the instruction unit 10, with the processor receiving adifferent input signal depending on the particular one of the impactswitches 68 that is actuated, but still indicating to the process thatthe target was tagged.

As previously discussed, during the tag game, a player impacts a targetspecified by the instruction unit 10 with the ring 24 to signify to theinstruction unit 10 the completion of the instructed task. When thetarget is impacted, the portion of the ring 24 impacting the target maycompress and, if the impact force with the target is sufficient, causethe ring 24 and support structure 26 to move inwardly towards the impactportion 16 to actuate at least one of the impact switches 68. Therecesses 62 may be configured such that the support arms 60 andcorresponding flap 64 are slidable inwardly and laterally relative tothe impact portion 16 such that the fingers 66 may move to compressbuttons 72 of the impact switches 68 to actuate the impact switches 68.For example, if a sufficient impact force is applied downwardly on thering 24 as signified by arrow F, the ring 24 and support structure 26may move downwardly such that the finger 66 proximate the top of theinstruction unit 10 presses downwardly on the button 72 of thecorresponding impact switch 68 to actuate switch 68 and communicate theimpact with the target to the instruction unit 10. In a similar manner,the ring 24 and support structure 26 may move laterally with respect tothe impact portion 16 of the housing 12 in response to impacts with thetargets on the sides of the ring 24 to actuate the corresponding impactswitches 68 on the left and right sides of the instruction unit 10.Those skilled in the art will understand that the illustrated embodimentis one mechanism for detecting impacts of the instruction unit 10 withtargets during the course of the tag game, and that other mechanisms fordetecting impacts may be substituted therefore and are contemplated bythe inventors as having use in a tag game and instruction unit 10 inaccordance with the present invention.

FIG. 5 shows a schematic block diagram of the internal electricalcomponents of the instruction unit 10 in accordance with the presentinvention. A processor or controller 100 may be operatively connected toa memory 102, a timer 104, output devices (LED 28, LCD screen 32 andspeaker 106), a power switch 108, a volume switch 110, game switches112-118, a player selection switch 120, an automatic game selectionswitch 122, a top score switch 124 and a reset switch 126. In someembodiments, the processor 100 may also be operatively connected to amicrophone 128, a player name record switch 130, and a target namerecord switch 132 that are described in more detail below. The memory102 may store instructions that are executable by processor 100 forproviding a plurality of different game play formats, such as thosedescribed below. The memory 102 may also store data relating to voiceinstructions and relating to musical sounds or prompts that aregenerated during the course of play, and may further include logic forilluminating the LED 28 and LCD screen 32 during game play. The timer104 may be used for measuring predetermined periods of time, such astime periods within which input devices must be manipulated for gameplay to progress or to establish a desired game setting, and fordetermining the elapsed time for a player to tag the specified targets.The processor 100, memory 102 and timer 104 may be readily availableintegrated circuits that have operational capabilities that are suitablefor providing the functions of the present invention. Additionally, thefunctions of the present invention can be performed by an applicationspecific integrated circuit (ASIC), by dedicated logic circuits or by astate machine.

It should also be appreciated that the processor 100, memory 102 andtimer 104 may be implemented on the printed circuit boards, and morecomplex implementations of the instruction unit 10 may be implementedwherein the electrical components of the instruction unit 10 maycomprise, among other components, a program memory, a microcontroller ormicroprocessor (MP), a random-access memory (RAM), read-only memory(ROM), and an input/output (I/O) circuit, all of which may beinterconnected. It should be appreciated that the processor 100 mayinclude multiple microprocessors. Similarly, the memory 102 may includemultiple RAMs and multiple program memories, depending on the complexityand requirements of a specific implementation. It should also beappreciated that the I/O circuit may include a number of different typesof I/O circuits, such as sound generation circuits, video generationcircuit, odor generation circuitry, and the like. The RAM(s), ROM(s) andprogram memories may be implemented as semi-conductor memories,magnetically readable memories, and/or optically readable memories, forexample.

The LED 28 may be operatively connected to the processor 100 such thatthe processor 100 may illuminate the LED 28 when necessary during thecourse of game play. Of course, light bulbs at any other appropriateillumination source may be used in the alternative if desired. The LEDscreen 28 may also be operatively connected to the processor 100, andmay receive command signals generated by processor 100 during the courseof play and generates visual indications of letters, numbers and othersymbols. Alternatively, any illumination source capable of producing thevisual commands and/or graphics necessary for the game play of theinstruction unit 10, such as light bulbs, light emitting diodes (LEDs),multicolor LEDs, LED displays, and the like. The audible output device(e.g., speaker 106) receives command signals generated by processor 100during the course of play and generates audible voice instructionsand/or musical prompts. Alternatively, if processor 100 does not havethe capability to drive the speaker 106 directly, an output conditioningdevice can be used for conditioning the command signals in a well-knownmanner for driving the speaker 106.

FIG. 5 illustrates that the processor 100 may be operatively coupled tovarious electronic components corresponding to the exterior componentsof the instruction unit discussed in relation to FIGS. 1-4, with each ofthose components being so coupled to the processor 100 via a respectivedirect line or conductor. However, different connection schemes may beused if desired. Input signals produced by the switches 108-126 areoutput to the processor 100 for processing the game execution logic, andthe switches 108-126 may correspond to the buttons 36-54, respectively.Those skilled in the art will understand that the switches 108-126 maybe operatively coupled to the corresponding buttons 36-54 in anyappropriate manner such that the manipulation of the buttons 36-54 maybe translated into the actuation of the corresponding switches 108-126.Further, the switches 108-126 may be any type of electronic orelectromechanical switch that can detect the manipulation of thecorresponding buttons 36-54, and may include contact switches, pressureswitches, and/or optical sensors and the like.

As discussed above, in alternate embodiments the instruction unit 10 mayprovide the capability for players to record the names of the playersand/or the targets to be used during the tag game such that theinstruction unit 10 may insert the recorded names into the instructionsbroadcast by the unit 10 to enhance the players' game play experience.In such embodiments, the instruction unit 10 may include microphone 128operatively connected to the processor 100 and configured to receivesounds when activated by the processor 100, and to transmit the soundsto the processor 100 for processing. Alternatively, if the processor 100does not have the capability to process the sounds coming directly fromthe microphone 128, a sound input conditioning device can be used forconditioning the input sounds and outputting corresponding sound signalscapable of being processed by the processor 100 in a well-known mannerfor processing sounds received at a microphone. The player name recordswitch 130 and target name record switch 132 may also be operativelyconnected to the processor 100 such that the processor 100 may detectthe actuation of the switches 130, 132 in response to the manipulationof a corresponding button or buttons on the exterior of the instructionunit 10. In response to detecting the actuation of the player namerecord switch 130, the processor 100 may be configured to transmitcommand signals to the speaker 106 prompting the player to state theplayer's name to be recorded in the memory 102, and actuate themicrophone 128 to detect the sound when the player states the player'sname. In order to facilitate reception of the sound of the player'svoice, the microphone 128 may be disposed proximate the openings 34 ofthe housing 12 such that the player's voice is audible in the interiorof the instruction unit 10. The processor 100 may also be configured tocause the timer 104 to count down a predetermined period of time for themicrophone 128 to be actuated and within which the player may state theplayer's name. At the conclusion of the predetermined period of time,the processor 100 may cause the input sound signals to be recorded inthe memory 102.

In order to store multiple player names, the processor 100 may beconfigured to detect multiple actuations of the player name recordswitch 130 to cycle through multiple locations within the memory 102 inwhich player names may be stored. When an initial actuation of theplayer name record switch 130 is detected by the processor 100, theprocessor may cause the timer 104 to count down a brief period of time,such as one second, within which a player may actuate the switch 130 asecond time to cause the processor 100 to record a player's name thatmay correspond to a second player of the tag game. Similar brief periodsof time may be provided for subsequent actuations of the switch 130 tocontinue cycling through the number of player names that may berecorded. In a similar manner, the processor 100 may be configured todetect actuations of the target name record switch 132 to allow a playerto record a plurality of target names in memory 102 for use during thetag game. The processor 100 may be configured to insert the recordednames into the command signals for the speaker 106 where player namesand/or target names are recorded and stored in the memory 102 such thatthe instructions broadcast through the speaker 106 include the recordedplayer and/or target names. If names are not recorded in memory 102, theprocessor 100 may transmit command signals to the speaker 106 containingdefault player and target names, such as players 1-4 and targets A-H.

In general, the game play associated with the instruction unit 10includes the processor 100 causing commands to be output to the playersvia the speaker 106 and/or the LCD screen 32 specifying one or more ofthe targets to be tagged by a player, the processor 100 receivingactuation signals generated by the switches 68 when a player tags atarget, and the processor 100 tracking the elapsed time for the playerto tag the targets. Once all the targets have been tagged, the processormay calculate a score for the player and announce the player's time andscore at the speaker 106 and display the information at the LCD screen32.

The instruction unit 10 may be programmed with the plurality of gameplay formats. In a first game play format, the present invention may beadapted for use by one or more players, with the instruction unit 10creating a course from selected targets and providing the players with atarget from which to start. Once a player tags the starting target asinstructed, the instruction unit 10 may call out subsequent targets towhich the player must run and tag with the impact portion 16 of theinstruction unit 10. As each target is tagged, the instruction unit 10calls out the next target to be tagged with the instruction unit 10. Theplayer or players attempt to tag all of the targets in the sequence inthe fastest time. In a solo game, the instruction unit 10 may providethe solo player with a time to beat based on the number of targets to betagged, with the number of targets increasing as the skill levelincreases.

The first game play format may be implemented in the instruction unit 10of the illustrated embodiment as follows. The button 40 may be pressedto actuate the switch 112 one or more times to select the first gamewith a desired skill level. In the first skill level, the processor 100may use a relatively small amount of the available targets, such as fourtargets, to define the course. In one embodiment, a plurality ofpreprogrammed courses may be stored in memory 102, with the processor100 being programmed to randomly, sequentially or otherwise select oneof the available courses from memory 102 for use in the game.Alternatively, the processor 100 may be programmed with selection logicfor dynamically creating a course when a player selects the first game.In a second skill level, the processor 100 may have more of theavailable targets from which to choose, and may create a longer courserequiring the player to tag more targets to complete the course. Afurther skill level may utilize a longer course and include more of theavailable targets, and may refer to different targets within the courseby different identifiers. For example, the processor 100 may store anduse both numbers and colors corresponding to the available targets, aswell as target names that may have been recorded by the player. When theplayer is instructed to hit a target during the course of the game, theprocessor 100 may transmit command signals to the speaker 106 containingany one of the available identifiers for the target.

Once the desired skill level for the first game is selected, the playermay push button 48 to actuate switch 120 to select the number of playersto participate in the occurrence of the game. After a predeterminedperiod of time as determined by the timer 104 in which none of theswitches are actuated, the processor 100 may output command signals tothe speaker 106 instructing the player to touch a specified one of thetargets to start the game. Once the processor 100 detects the actuationof one of the impact switches 68 in response to the player tagging thespecified target, the processor 100 may output command signals to thespeaker 106 instructing the player to tag the first target on thecourse. Each time the processor 100 detects the actuation of one of theimpact switches 68, the processor 100 may transmit additional commandsignals to the speaker 106 instructing the player to tag additionaltargets on the course until all of the targets on the course have beentagged. Concurrently, the processor 100 may cause the timer 104 todetermine the elapsed time for the player to tag the targets on thecourse.

After the last target is tagged, the processor 100 may receive theelapsed time for the player from the timer 104, and may be programmed touse the elapsed time to calculate the player's score for the occurrenceof the tag game. The processor 100 may be programmed with any desiredalgorithm for determining a score for a player based on the elapsed timeto complete the course. For example, the processor 100 may be configuredto calculate a score based solely on the total elapsed time for theplayer to complete the course, such as by having a score that variesfrom a maximum number of points at a minimum elapsed time to zero pointsif the elapsed time is greater than or equal to a maximum allowableelapsed time. The algorithm may vary the player's score in inverseproportion to the elapsed time, based on a step function that variesindiscrete increments of the elapsed time, or by any other desiredfunction. Alternatively, a players score may be determined partially orwholly based on the elapsed time required for the player to tag thetargets on individual legs of the course. Those skilled in the art willunderstand that other algorithms for determining a player's score basedon the elapsed time for the player to tag the targets on the course maybe implemented in the instruction unit 10, and are contemplated by theinventors as having use in the tag game in accordance with the presentinvention.

Once the player's score is calculated, the processor 100 may transmitcommand signals to the LCD screen 32 and/or the speaker 106 to displayand/or broadcast the player's elapsed time and calculated score. Ifmultiple players are selected for the occurrence of the first game, theprocessor 100 may then repeat the process for the subsequent player(s)utilizing either the same course or a different course with differenttargets or with a different sequence for tagging the targets. If theprocessor 100 is so configured, the processor 100 may determine thefastest time or score of the multiple players, and transmit commandsignals to the LCD screen 32 and/or the speaker 106 for displayingand/or broadcasting the information for the player winning the race.

In a second game play format, the players may be required to run backand forth between two targets a specified number of times. The number oftimes the players may be required to shuttle between the targets may bebased on the skill level of the second game selected by the players. Forexample, the first skill level may require the player to shuttle betweenthe targets twice, the second skill level may require the player toshuttle between the targets six times, and the third skill level mayrequire the player to shuttle between the targets ten times. The playersuccessfully tagging the targets the required number of times in thefastest time is the winner. A solo player may be provided with a time tobeat by the instruction unit 10 based on the selected skill level.

Referring back to the illustrated embodiment, the second game may beselected by the player in a similar manner as described for the firstgame using the buttons 42, 48 to actuate the switches 114, 120,respectively. After the game is selected, the processor 100 may transmitcommand signals to the speaker 106 instructing the player to tag thefirst target of the relay. After detecting the actuation of one of theimpact switches 68 in response to the player tagging the first target,the processor 100 may transmit command signals to the speaker 106instructing the player to tag the other target of the relay, and tocause the timer 104 to begin tracking the elapsed time for the player tocomplete the relay. Each time the processor 100 detects the actuation ofthe impact switches 68 as the player tags the targets, the processor 100transmits command signals to the speaker 106 instructing the player totag the opposite target until the player completes the relay. Once thelast target is tagged, the processor 100 may use the elapsed timerecorded by the timer 104 to determine a score for the player using analgorithm such as those discussed above, and transmit command signals tothe LCD screen 32 and/or speaker 106 causing the players elapsed timeand calculated score to be displayed and/or broadcast to the player. Ifmultiple players have been selected, the processor 100 may repeat theprocess for the relay for each subsequent player until all players havecompleted the relay course, at which time the processor 100 maydetermine the fastest time and transmit command signals to the LCDscreen 32 and/or the speaker 106 for displaying and/or broadcasting theinformation for the winner of the relay in a similar manner as describedabove.

In another alternate game play format similar to the first format,wherein the instruction unit 10 may select or create a course of targetsfor the player to tag and broadcast instructions corresponding to thesequence of targets for the course. In this game play format, theinstruction unit 10 may broadcast the entire sequence of targets in thecourse prior to the player beginning to run the course and tagging thetargets on the course. Configured in this manner, the player mustremember the sequence of targets on the course and tag the targetsaccordingly without further prompting from the instruction unit 10. Thegame play format may be initiated by the players by pressing the buttons44, 48 to actuate the switches 116, 120, respectively. During eachplayer's turn, the processor 100 may transmit command signals to thespeaker 106 to instruct the player regarding the entire sequence of thecourse, and then detect the actuation of the impact switches 68 as thetargets are tagged without providing the player with additionalinstructions as the player completes the course. The processor 100 maydetermine the course or courses, cycle through the players, calculatescores and determine a winner among multiple players in a similar manneras described above for the first game play format.

In yet another alternate game play format, the instruction unit 10 maybe configured to provide a team game having similar aspects to theindividual game provided by the first game play format. In this format,in addition to selecting a course of targets to be tagged, the processor100 may select a particular one of the players that will be responsiblefor tagging a particular target along the course. For example, the thirdplayer may be required to tag the first target on the course, the firstplayer may be required to tag the second target on the course, thefourth player may be required to tag the third target on the course, andthe second player may be required to tag the fourth target on thecourse. As with the first game play format, the processor 100 maytransmit commands signals to the speaker 106 specifying which of thetargets is to be tagged next. However, in this game play format, thecommand signals specify which of the players is to tag the specifiedtarget. The specified player must take the instruction unit 10 and tagthe specified target with the remaining team members running along withthe specified player. After the target is tagged, the processor 100transmits the next command signal to the speaker 106 instructing aparticular one of the players to tag a specified one of the targets,with the sequence continuing until the last target on the course istagged.

While the preceding text sets forth a detailed description of numerousdifferent embodiments of the invention, it should be understood that thelegal scope of the invention is defined by the words of the claims setforth at the end of this patent. The detailed description is to beconstrued as exemplary only and does not describe every possibleembodiment of the invention since describing every possible embodimentwould be impractical, if not impossible. Numerous alternativeembodiments could be implemented, using either current technology ortechnology developed after the filing date of this patent, which wouldstill fall within the scope of the claims defining the invention.

1. A game apparatus for an electronic tag game for one or more usershaving a plurality of targets that may be contacted by a player with thegame apparatus, comprising: an input device; an output device; and acontroller operatively connected to the input device and to the outputdevice, the controller being programmed to determine a sequence of thetargets to be contacted by the game apparatus, the controller beingprogrammed to cause the output device to output a first instruction tocontact the first of the targets in the sequence, the controller beingprogrammed to detect contact of the game apparatus with an object inresponse to actuation of the input device when the game apparatuscontacts the object, the controller being programmed, to cause theoutput device to output a second instruction to contact the second ofthe targets in the sequence in response to detecting contact of the gameapparatus with the object, and the controller being programmed to causethe output device to output subsequent instructions corresponding toeach of the targets in the sequence in the order of the sequence inresponse to detecting subsequent contacts with objects until aninstruction corresponding to the last target in the sequence is output.2. The game apparatus according to claim 1, wherein the controller isprogrammed to determine an elapsed time from the outputting of the firstinstruction to the detection of contact with an object after theoutputting of the instruction corresponding to the last target in thesequence.
 3. The game apparatus according to claim 2, wherein thecontroller is programmed to calculate a score for the playercorresponding to the elapsed time.
 4. The game apparatus according toclaim 1, wherein the output device comprises an audible output deviceand the game apparatus comprises an audible input device operativelyconnected to the controller, the controller being programmed to causethe audible input device to receive an audible input from a player withidentification information for a corresponding one of the targets, thecontroller being programmed to store the audible input, and thecontroller being programmed to cause the audible output device to outputan audible instruction corresponding to the one of the targets, whereinthe audible instruction includes the identification information of theaudible input.
 5. The game apparatus according to claim 1, wherein thecontroller is programmed to determine one of a plurality of players tocorrespond to each of the targets of the sequence, and wherein thecontroller is programmed to cause the output device to outputinstructions including an indication of the one of the plurality ofplayers determined to correspond to the target.
 6. The game apparatusaccording to claim 5, wherein the output device comprises an audibleoutput device and the game apparatus comprises an audible input deviceoperatively connected to the controller, the controller being programmedto cause the audible input device to receive an audible input from aplayer with identification information for a corresponding one of theplayers, the controller being programmed to store the audible input, andthe controller being programmed to cause the audible output device tooutput an audible instruction corresponding to the one of the targets,wherein the audible instruction includes the identification informationof the audible input.
 7. A game apparatus for an electronic tag game forone or more users having a plurality of targets that may be contacted bya player with the game apparatus, comprising: an input device; an outputdevice; and a controller operatively connected to the input device andto the output device, the controller being programmed to determine asequence of the targets to be contacted by the player, the controllerbeing programmed to cause the output device to output an instruction tocontact the targets in the order of the sequence, wherein theinstruction includes the entire sequence, and the controller beingprogrammed to detect contact of the game apparatus with objects inresponse to actuation of the input device until contacts with a numberof objects corresponding to the number of targets in the sequence aredetected.
 8. The game apparatus according to claim 7, wherein thecontroller is programmed to determine an elapsed time from theoutputting of the instruction to the detection of contacts with thenumber of objects corresponding to the number of targets in thesequence.
 9. The game apparatus according to claim 8, wherein thecontroller is programmed to calculate a score for the playercorresponding to the elapsed time.
 10. The game apparatus according toclaim 7, wherein the output device comprises an audible output deviceand the game apparatus comprises an audible input device operativelyconnected to the controller, the controller being programmed to causethe audible input device to receive an audible input from a player withidentification information for a corresponding one of the targets, thecontroller being programmed to store the audible input, and thecontroller being programmed to cause the audible output device to outputan audible instruction to contact the targets in the sequence, whereinthe audible instruction includes the identification information of theaudible input for the corresponding one of the targets.
 11. The gameapparatus according to claim 7, wherein the controller is programmed todetermine one of a plurality of players to correspond to each of thetargets of the sequence, and wherein the instruction output from theoutput device includes an indication of the one of the plurality ofplayers determined to correspond to each target of the sequence.
 12. Thegame apparatus according to claim 11, wherein the output devicecomprises an audible output device and the game apparatus comprises anaudible input device operatively connected to the controller, thecontroller being programmed to cause the audible input device to receivean audible input from a player with identification information for acorresponding one of the players, the controller being programmed tostore the audible input, and the controller being programmed to causethe audible output device to output an audible instruction to contactthe targets in the order of the sequence, wherein the audibleinstruction includes the identification information of the audible inputfor the corresponding one of the players.
 13. A game apparatus for anelectronic tag game for one or more users having a plurality of targetsthat may be contacted by a player with the game apparatus, comprising: afirst input device; a second input device comprising an audible inputdevice; an audible output device; and a controller operatively connectedto the first and second input devices and to the audible output device,the controller being programmed to cause the audible input device toreceive an audible input from a player with identification informationfor a corresponding one of the targets, the controller being programmedto store the audible input, the controller being programmed to determinea sequence of the targets to be contacted by the player, the controllerbeing programmed to cause the audible output device to output an audibleinstruction to contact the one of the targets in the course ofoutputting audible instructions corresponding to the sequence, whereinthe audible instruction includes the identification information of theaudible input corresponding to the one of the targets, and thecontroller being programmed to detect contact of the game apparatus withan object in response to actuation of the input device when the gameapparatus contacts the object.
 14. The game apparatus according to claim13, wherein the controller is programmed to cause the audible outputdevice to output subsequent audible instructions corresponding to eachof the targets in the sequence in the order of the sequence in responseto detecting subsequent contacts with objects until an audibleinstruction corresponding to the last target in the sequence is output.15. The game apparatus according to claim 14, wherein the controller isprogrammed to determine an elapsed time from the outputting of a firstaudible instruction to the detection of contact with an object after theoutputting of the audible instruction corresponding to the last targetin the sequence.
 16. The game apparatus according to claim 15, whereinthe controller is programmed to calculate a score for the playercorresponding to the elapsed time.
 17. The game apparatus according toclaim 14, wherein the controller is programmed to determine one of aplurality of players to correspond to each of the targets of thesequence, and wherein the controller is programmed to cause the outputdevice to output instructions including an indication of the one of theplurality of players determined to correspond to the target.
 18. Thegame apparatus according to claim 17, wherein the controller isprogrammed to cause the audible input device to receive an audible inputfrom a player with identification information for a corresponding one ofthe players, the controller is programmed to store the audible input,and the controller is programmed to cause the audible output device tooutput an audible instruction corresponding to the one of the targets,wherein the audible instruction includes the identification informationof the audible input for the corresponding one of the players.
 19. Amethod of playing an electronic tag game having a game apparatus and aplurality of targets that may be contacted by a player with the gameapparatus, the method comprising: determining at the game apparatus asequence of the targets to be contacted by the player; outputting fromthe game apparatus a first instruction to contact the first of thetargets in the sequence; detecting at the game apparatus contact of thegame apparatus with an object; outputting from the game apparatus asecond instruction to contact the second of the targets in the sequencein response to detecting the contact of the game apparatus with theobject; and outputting from the game apparatus subsequent instructionscorresponding to each of the targets in the sequence in the order of thesequence in response to detecting subsequent contacts with objects untilan instruction corresponding to the last target in the sequence isoutput.
 20. The method according to claim 19, comprising determining atthe game apparatus an elapsed time from the outputting of the firstinstruction to the detection of contact with an object after theoutputting of the instruction corresponding to the last target in thesequence.
 21. The method according to claim 20, comprising calculatingat the game apparatus a score for the player corresponding to theelapsed time.
 22. The method according to claim 19, wherein theinstructions output by the game apparatus are audible instructions, themethod comprising: receiving an audible input from a player withidentification information for a corresponding one of the targets;storing the audible input at the game apparatus; and outputting from thegame apparatus an audible instruction corresponding to the one of thetargets, wherein the audible instruction includes the identificationinformation of the audible input.
 23. The method according to claim 19,comprising determining at the game apparatus one of a plurality ofplayers to correspond to each of the targets of the sequence, whereineach of the instructions output from the game apparatus includes anindication of the one of the plurality of players determined tocorrespond to the target of the sequence.
 24. The method according toclaim 23, wherein the instructions output by the game apparatus areaudible instructions, the method comprising: receiving an audible inputfrom a player with identification information for a corresponding one ofthe players; storing the audible input at the game apparatus; andoutputting from the game apparatus an audible instruction correspondingto the one of the targets, wherein the audible instruction includes theidentification information of the audible input.
 25. The methodaccording to claim 19, wherein outputting subsequent instructionscomprises alternately outputting the first instruction and the secondinstruction in response to detecting subsequent contacts with objects apredetermined number of times.
 26. A method of playing an electronic taggame having a game apparatus and a plurality of targets that may becontacted by a player with the game apparatus, the method comprising:determining at the game apparatus a sequence of the targets to becontacted by the player; outputting from the game apparatus aninstruction to contact the targets in the sequence, wherein theinstruction includes the entire sequence; and detecting at the gameapparatus contact of the game apparatus with objects until contacts witha number of objects corresponding to the number of targets in thesequence are detected.
 27. The method according to claim 26, comprisingdetermining at the game apparatus an elapsed time from the outputting ofthe instruction to the detection of contacts with the number of objectscorresponding to the number of targets in the sequence.
 28. The methodaccording to claim 27, comprising calculating at the game apparatus ascore for the player corresponding to the elapsed time.
 29. The methodaccording to claim 26, wherein the instruction output by the gameapparatus is an audible instruction, the method comprising: receiving anaudible input from a player with identification information for acorresponding one of the targets; storing the audible input at the gameapparatus; and outputting from the game apparatus in the audibleinstruction the identification information of the audible input for thecorresponding one of the targets.
 30. The method according to claim 26,comprising determining at the game apparatus one of a plurality ofplayers to correspond to each of the targets of the sequence, whereinthe instruction output from the game apparatus includes an indication ofthe one of the plurality of players determined to correspond to eachtarget of the sequence.
 31. The method according to claim 30, whereinthe instruction output by the game apparatus is an audible instruction,the method comprising: receiving an audible input from a player withidentification information for a corresponding one of the players;storing the audible input at the game apparatus; and outputting from thegame apparatus in the audible instruction the identification informationof the audible input for the corresponding one of the players.
 32. Amethod of playing an electronic tag game having a game apparatus and aplurality of targets that may be contacted by a player with the gameapparatus, the method comprising: receiving an audible input from aplayer with identification information for a corresponding one of thetargets; storing the audible input at the game apparatus; determining atthe game apparatus a sequence of the targets to be contacted by theplayer; and outputting from the game apparatus an audible instruction tocontact the one of the targets in the course of outputting audibleinstructions corresponding to the sequence, wherein the audibleinstruction includes the identification information of the audible inputcorresponding to the one of the targets.
 33. The method according toclaim 32, comprising: detecting at the game apparatus contact of thegame apparatus with an object after outputting the audible instruction;and outputting from the game apparatus subsequent audible instructionscorresponding to each of the targets in the sequence in the order of thesequence in response to detecting subsequent contacts with objects untilan audible instruction corresponding to the last target in the sequenceis output.
 34. The method according to claim 33, comprising determiningat the game apparatus an elapsed time from the outputting of a firstaudible instruction to the detection of contact with an object after theoutputting of the audible instruction corresponding to the last targetin the sequence.
 35. The method according to claim 34, comprisingcalculating at the game apparatus a score for the player correspondingto the elapsed time.
 36. The method according to claim 33, comprisingdetermining at the game apparatus one of a plurality of players tocorrespond to each of the targets of the sequence, wherein each of theaudible instructions output from the game apparatus includes anindication of the one of the plurality of players determined tocorrespond to the target of the sequence.
 37. The method according toclaim 36, comprising: receiving an audible input from a player foridentification information for a corresponding one of the players;storing the audible input at the game apparatus; and outputting from thegame apparatus an audible instruction corresponding to the one of thetargets, wherein the audible instruction includes the identificationinformation of the audible input.
 38. The method according to claim 33,wherein outputting subsequent audible instructions comprises alternatelyoutputting a first audible instruction corresponding to a first targetand a second audible instruction corresponding to a second target inresponse to detecting subsequent contacts with objects a predeterminednumber of times.